Exemple #1
0
void receive()
{
	sf::Packet packet;
	sf::Socket::Status status = socket_.Receive(packet);
	if (status == sf::Socket::Done)
	{
		uint8 id;
		packet >> id;
		if (id >= N_NET_INSTRUCTIONS)
		{
			socket_.Close();
			PyErr_SetString(PyExc_ValueError, "Received a network instruction over maximum");
			throw_error_already_set();
		}
		fcs[id](packet);
	}
Exemple #2
0
// Functions
void connect_(const std::string &ip, uint16 port, const std::string &name, const std::string &password, const std::string &serverPassword)
{
	// Connection
	if (socket_.IsValid())
	{
		PyErr_SetString(PyExc_ValueError, "Socket already connected");
		throw_error_already_set();
	}
	else if (socket_.Connect(port, ip) != sf::Socket::Done)
	{
		socket_.Close();
		PyErr_SetString(PyExc_ValueError, "Cannot connect to the server");
		throw_error_already_set();
	}
	socket_.SetBlocking(false);
	
	// Sending name
	sf::Packet toSend;
	toSend << uint8(0) << name << password << serverPassword;
	socket_.Send(toSend);
}
Exemple #3
0
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnConnect(sf::SocketTCP& socket)
{
	sf::Packet rpac;
	// TODO: make this not hang / check if good packet
	socket.Receive(rpac);

	std::string npver;
	rpac >> npver;
	// dolphin netplay version
	if (npver != NETPLAY_VERSION)
		return CON_ERR_VERSION_MISMATCH;

	// game is currently running
	if (m_is_running)
		return CON_ERR_GAME_RUNNING;

	// too many players
	if (m_players.size() >= 255)
		return CON_ERR_SERVER_FULL;

	// cause pings to be updated
	m_update_pings = true;

	Client player;
	player.socket = socket;
	rpac >> player.revision;
	rpac >> player.name;

	// give new client first available id
	player.pid = (PlayerId)(m_players.size() + 1);

	// try to automatically assign new user a pad
	for (PadMapping& mapping : m_pad_map)
	{
		if (mapping == -1)
		{
			mapping = player.pid;
			break;
		}
	}

	{
	std::lock_guard<std::recursive_mutex> lks(m_crit.send);

	// send join message to already connected clients
	sf::Packet spac;
	spac << (MessageId)NP_MSG_PLAYER_JOIN;
	spac << player.pid << player.name << player.revision;
	SendToClients(spac);

	// send new client success message with their id
	spac.Clear();
	spac << (MessageId)0;
	spac << player.pid;
	socket.Send(spac);

	// send new client the selected game
	if (m_selected_game != "")
	{
		spac.Clear();
		spac << (MessageId)NP_MSG_CHANGE_GAME;
		spac << m_selected_game;
		socket.Send(spac);
	}

	// send the pad buffer value
	spac.Clear();
	spac << (MessageId)NP_MSG_PAD_BUFFER;
	spac << (u32)m_target_buffer_size;
	socket.Send(spac);

	// sync values with new client
	for (const auto& p : m_players)
	{
		spac.Clear();
		spac << (MessageId)NP_MSG_PLAYER_JOIN;
		spac << p.second.pid << p.second.name << p.second.revision;
		socket.Send(spac);
	}

	} // unlock send

	// add client to the player list
	{
	std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
	m_players[socket] = player;
	std::lock_guard<std::recursive_mutex> lks(m_crit.send);
	UpdatePadMapping(); // sync pad mappings with everyone
	UpdateWiimoteMapping();
	}


	// add client to selector/ used for receiving
	m_selector.Add(socket);

	return 0;
}